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For Bungie's new game Destiny, we wanted to create a shared world shooter - a player experience that combined low-latency action gameplay, always-available drop-in cooperative missions, and seamless in-world interactions with strangers. The networking ecosystem that we built is unique - an intersection of our traditional peer-to-peer networking and a new cloud-based server architecture. This talk will discuss the spatial structure of Destiny's game world, each of the various networked experiences a player may be simultaneously connected to, and their overlapping responsibilities. Rules for host handoff at regional boundaries will be described, along with how we handle ungraceful host migrations and disconnections. Because untethered cooperative play is a pillar of our game, we will discuss the consequences and complexities these places on mission scripting and gameplay simulation.